From 8fe3299b2a3bb08c1ef48164d3c56a5d916b76ee Mon Sep 17 00:00:00 2001 From: BigFranklin1 Date: Fri, 28 Oct 2022 13:05:50 -0400 Subject: [PATCH 1/2] Update README.md --- README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/README.md b/README.md index ff6f8c3..94524f8 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,6 @@ # lab05-Erosion Let's practice working with cellular operations. +[Shader Toy](https://www.shadertoy.com/view/cdfGD7) ## 1. Code-In-The-Blanks Imagine a terrain height field, where white is the highest height and black is the lowest height. We'll stick to 2d for ease of visualization. We can generate an interesting organic-looking height field like this with noise: From d0f6bd048cb9d747de1e77757ec8535bbbad099a Mon Sep 17 00:00:00 2001 From: BigFranklin1 Date: Fri, 28 Oct 2022 13:06:47 -0400 Subject: [PATCH 2/2] Update README.md --- README.md | 1 + 1 file changed, 1 insertion(+) diff --git a/README.md b/README.md index 94524f8..a442a62 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,6 @@ # lab05-Erosion Let's practice working with cellular operations. + [Shader Toy](https://www.shadertoy.com/view/cdfGD7) ## 1. Code-In-The-Blanks